The Road to Salvation STALKER 2: Why Star’s Men and Nestor’s Archive are Kinda a Nightmare

The Road to Salvation STALKER 2: Why Star’s Men and Nestor’s Archive are Kinda a Nightmare

You’re trekking through the Garbage, probably already half-dead from a radiation spike or a pack of Blind Dogs that came out of nowhere, and then you pick up The Road to Salvation. Honestly, if you’re like most of us, you probably thought it was just another "go here, shoot that" fetch quest. It isn’t. Well, it is, but it’s the kind that makes you question why you didn't bring more ammo and why the stealth mechanics in this game feel so hit-or-miss sometimes.

The Zone doesn't give handouts. You’ve probably figured that out by now.

This quest involves finding Star’s men and digging into Nestor’s archive. It sounds straightforward on paper, but between the Ward soldiers, the locked doors, and the sheer verticality of some of these locations, things get messy fast. Most players get stuck trying to find the actual entrance to the underground facility or wandering around the upper floors like a lost rookie.

Finding Star's Men: The First Hurdle

So, you start this off by needing to find Star’s guys. They’re held up near the Detention Center, and if you aren't careful, the Ward will spot you before you even see the gate. I’ve noticed a lot of people try to go in guns blazing. Bad idea. Unless you have a fully upgraded Kharod or a stash of grenades, you're going to get chewed up.

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Once you actually locate the guys—they're basically tucked away in the Detention Center area—you realize the quest is just getting started. You can't just walk out with them. You’re sent on a detour to an underground laboratory.

Here’s the thing about the Detention Center: the AI has eyes like a hawk. One minute you’re crouched behind a crate, and the next, three Ward soldiers are lobbing grenades at your feet. It’s annoying. If you’re struggling with the stealth, don’t feel bad. Everyone is. Basically, just keep your eyes on the markers and don’t be afraid to use the "Save" button every thirty seconds.

Nestor's Archive and the Underground Lab

This is where the The Road to Salvation STALKER 2 quest really tests your patience. You have to go down into a laboratory to find information about Nestor.

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  1. The Lab Entrance: It’s not always obvious. You’re looking for a way down that involves a bit of a descent into the guts of the facility.
  2. The Codes: You’ll eventually hit a keypad. If you haven't been paying attention to the PDAs or notes nearby, you might find yourself staring at those buttons for a while. For those who just want to move on: the code is 2605.
  3. The Documents: Nestor’s archive isn't just sitting on a desk with a neon sign. It’s tucked away in the back of the facility. You’ll have to clear out some resistance—usually a mix of soldiers or the occasional mutant—to get to the data.

The lab is dark. Like, really dark. If your flashlight is low on juice or you haven't upgraded your NVGs, you’re going to hate your life. There’s something about the way the shadows move in this game that makes every flickering light feel like a jumpscare.

Why Most People Get Stuck Returning to Star

After you’ve got the documents and saved the men, you have to get back to Star. This sounds easy, right?

Wrong.

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The path back can be blocked by emissions or just the general hostility of the Garbage region. I’ve seen players finish the lab, come up for air, and get immediately flattened by an Emission they didn't hear coming because they were too focused on the loot. If a siren goes off, find cover. Don't try to "outrun" it to the turn-in point.

Also, some players have reported a bug where the lab doors won't let them back in if they forgot something. If you see a suit or an artifact in there, grab it the first time. The game's scripting can be a bit wonky when it comes to reopening "completed" quest areas.

Combat Tips for the Detention Center

Honestly, the Ward is no joke. They aren't the brainless bandits you find near the Cordon. They use cover, they flank, and they actually hit what they aim at.

  • Armor Piercing is King: If you’re still using basic 5.45 or 9x19 ammo, you’re going to be dumping half a mag into a single soldier’s chest. Switch to AP rounds. It’s worth the Koupons.
  • The High Ground: In the facility, use the catwalks. The AI sometimes struggles to track you vertically, giving you a few extra seconds to line up headshots.
  • Grenades: Use them. Not just for killing, but for flushing enemies out of cover. The Ward loves to hunker down behind indestructible metal plates. A well-placed F-1 will make them move.

Is There a Choice That Actually Matters?

In some quests, you’re deciding the fate of the Zone. In this one? It’s mostly about the immediate reward and the reputation with Star's group. You’re helping Spark, essentially. Siding with these guys early on helps pave the way for later interactions, but don't expect a massive cinematic ending just because you found Nestor’s old paperwork.

It’s more about the world-building. Hearing the backstory of Nestor and seeing how the Ward operates gives you a better sense of why everyone in the Zone is so miserable.


Actionable Next Steps

  • Check Your Ammo: Before heading to the Detention Center, make sure you have at least 150 rounds of AP ammo.
  • Memorize the Code: Keep 2605 in your head for the lab keypad so you don't have to fumble through menus while being shot at.
  • Upgrade Your Flashlight: If you haven't visited a technician lately, do it. The underground portion of this quest is a nightmare without a decent light source.
  • Loot the Lab Thoroughly: There’s an SSP suit and some decent artifacts often tucked away in the corners—don't leave until your backpack is screaming.